Trail of the Wolf (7 page)

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Authors: Joe Dever

Tags: #Fiction, #Fantasy, #Lone Wolf, #Magnamund

BOOK: Trail of the Wolf
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12

The dial clicks into its correct position,
10
and the concealed section of the wall creaks open to reveal a dark and narrow passage. You enter this secret tunnel and ascend a long stone ramp to a wider section of the passage, lit faintly by a strange ochre glow. This murky light radiates from clumps of bacteria that are thriving on the dank walls.

At once you recognize the bacteria to be Gnallia, a benign bacillus that is often used to prevent and cure infections of the blood. The raw bacteria are edible and rich in protein, and there is sufficient here for 5 Meals. If you wish to keep some of this Gnallia, record it in the Meals section of your
Action Chart
. Each Meal of Gnallia will restore 2
ENDURANCE
points.

At length the passage comes to an end at a narrow door. At your approach, this portal slides open to reveal a winding stone staircase. You step out of the passageway and, as you turn to climb the stairs, you hear the portal sliding shut behind you. Cautiously you ascend the steps until they come to an end at a circular landing.

Turn to 6
.

[10] This is the correct answer to the combination lock in
Section 219
.

13

You use your Magnakai Curing skills in an urgent attempt to restore Lone Wolf to consciousness. You unbutton the front of his battle-tunic and place your hands on his chest; then you transfer the warmth of your healing powers directly into his body (this use of your Discipline costs you 3
ENDURANCE
points). After a few minutes you feel his heartbeat growing stronger, yet before you can complete the healing procedure, you hear the daunting sound of steel-shod boots echoing up the shaft from below. You risk a glance over the parapet of the stairs and you see a dozen armoured Drakkarim emerging from the tunnel at the base of the shaft. As they come running up the stairs, you see that many of them are armed with loaded crossbows.

Reluctantly you are forced to abandon your attempt to revive Lone Wolf. You heave him across your shoulder and take to the stairs once more, climbing as fast as your aching legs will carry you both towards the observatory roof, 60 feet above.

Pick a number from the
Random Number Table
.

If the number you have picked is 0–4,
turn to 171
.

If it is 5–9,
turn to 320
.

14

You leap over the bodies of the slain Drakkarim who lie entwined at the bottom of the tower stairs. Anxious that their discovery could lead to your capture, you drag them away from the steps and bundle them into an empty storage cupboard located under the stairs. As you are closing the cupboard door, you notice an iron key hanging from a peg driven into the wall. (If you wish to keep this Iron Key, record it on your
Action Chart
as a Backpack Item.)

To continue,
turn to 160
.

15

Biting back the pain of the grit in your eyes, you force yourself along the difficult trail until at last you reach the crest of the hill where are able to take shelter at the rocky knoll. As you settle yourself into a hollow beside a pillar of jagged stone, you are startled by a loud screeching caw echoing in the dark skies above.

Turn to 295
.

16

You look across the steel platform and your eye falls upon a bronze statue of Darklord Chlanzor, partially hidden by one of the observatory's roof supports. A bold idea leaps into your mind and you scurry over to the statue and stand behind it. The rotund likeness of Chlanzor is top-heavy, and when you barge into it with your shoulder, it topples over and rolls towards the stairs. Hurriedly you give it another hefty shove, and it barrels down the steps towards the startled assault trooper.

Pick a number from the
Random Number Table
.

If the number you have picked is 4 or lower,
turn to 104
.

If it is 5 or higher,
turn to 231
.

17

You snatch an Arrow to your Bow and let fly a snap shot at the swooping Kraan. The shaft buries itself in the creature's rib cage, and the sudden pain of the wound makes it abandon its deadly attack. Cawing with agony and frustration, the wounded Kraan circles once around the chamber and then hurls itself upon you in a desperate, vengeful attack.

Kraan (wounded):
COMBAT SKILL
 32   
ENDURANCE
 38

If you win this combat,
turn to 157
.

18

You strike the Krorn a powerful blow in the middle of its forehead with the toe of your boot, and send it spinning backwards into the chamber. With a muffled groan, it slides down the grimy wall, leaving a trail of bloodied gruel smeared in its wake.

Having incapacitated the tower lookout, you squeeze through the arrow slit and jump down into the chamber. The moment your feet touch the flagstones, you hear a high-pitched squeak somewhere above your head. You glance up and a shadowy blur flashes before your eyes. It is followed almost immediately by a sharp stabbing pain that runs all the way from your neck to your stomach. Something small and furry has attached itself to the flesh beneath your jaw, and it is feeding hungrily on your blood.

Instinctively you take hold of the creature with both hands and crush it in a vice-like grip. You hear its bones crack and you feel it go limp, and then you detach it carefully from your neck and hurl its lifeless body to the floor. A wave of nausea wells up in the pit of your stomach and you feel your punctured neck begin to swell alarmingly. Your Magnakai Discipline of Curing slows the effect of the creature's venom, but you have been gravely weakened by this unexpected attack and you feel barely able to remain standing.

If you possess Deliverance,
turn to 138
.

If you do not,
turn to 275
.

19

You race to the top of the steps and dive between the obsidian pillars before the force field recharges. Your speed and agility save you from sustaining a severe shock, for the invisible barrier takes shape just seconds after your body passes between the pillars. Quickly you get to your feet and then turn towards the archway and stairs that await you beyond the hall.

Turn to 209
.

20

The lock disengages with a soft, well-oiled
snick
11
and you push open the door just enough to allow you to slip inside. Beyond the door you discover a pillared hall, its circular walls bedecked with battered shields and torn banners captured in battle. In the oily glow of a sputtering lantern you see two Drakkarim seated at a wooden table in the middle of the hall. They are playing dice and neither warrior notices you enter.

Quietly you close the door and then hide behind one of the pillars which encircle this hall. Beyond the Drakkarim, you can see an archway in the opposite wall which leads to a flight of stone steps. This appears to be the only other exit from the hall and you resolve to reach it without being seen.

Illustration II
—You see two Drakkarim engrossed in a game of dice.

If you possess Assimilance,
turn to 58
.

If you possess Kai-alchemy and wish to use it,
turn to 205
.

If you possess Elementalism and have attained the rank of Kai Grand Defender or higher,
turn to 326
.

If you do not possess any of these Disciplines, or if you have yet to attain the required level of Kai Mastery,
turn instead to 111
.

[11] This is the correct answer to the combination lock in Sections
39
,
256
,
293
, and
348
.

21

The Skryza's hideous cry echoes in your ears as you break away from the fight and flee towards the sanctuary of the surrounding forest. The creature's webs prevent you from heading north, towards Gazad Helkona, and so you are forced instead to make your escape towards the east. The giant spider gives chase, yet you are able to evade him with ease when he quickly becomes entangled among the twisted boughs and wire-hard bracken.

For three hours you hurry through the dead forest without pausing for rest. It is not until the dusty ground eventually gives way to broken and rocky soil that you are forced to slow your pace. The distant eruptions of the Kokozritzaga volcanoes seem louder now, and the constant ground tremors have become steadily stronger. You are about to stop and rest for a few minutes when suddenly a violent tremor shakes you off your feet. As you struggle to stand, a fissure tears open the barren ground and a gushing plume of molten lava soars into the sky.

Pick a number from the
Random Number Table
. If you possess Grand Huntmastery, add 2 to the number you have picked. If you possess Grand Nexus, add 1.

If your total score is now 5 or lower,
turn to 151
.

If it is 6 or higher,
turn to 251
.

22

Zorkaan looms above you, his swirling black form swelling in volume and menace as it prepares to deal you a final, devastating blow. Valiantly you struggle to resist, but you are fearful that you no longer possess the strength to counter this powerful foe. An evil laugh echoes in your mind as slowly the wispy mass of black vapour spirals down towards your face. Desperately you lash out at your mocking adversary, but you lose your balance and collapse to your knees. With a prayer to Ishir on your lips, you watch with growing horror as a glowing spike of radiant energy appears at the core of Zorkaan's form. It hangs directly above you, like a sorcerous lance poised to deliver a killing blow.

Turn to 196
.

23

The very instant that your fingers take hold of the silver crown, you are gripped by a terrible pain that burns through your mind. Blinding flashes of light become entangled with nightmarish images of death and torture that leave you gasping for breath.

The object you have touched is a cursed crown, an implement of torture crafted by Darklord Chlanzor's Nadziranim — his evil magicians. This cursed crown was used by the Nadziranim to extract information from the Talestrians shortly before their deaths. The images you see and the pain that you feel are fragments of the terrible ordeal that the Talestrians were made to suffer before their demise: lose 5
ENDURANCE
points.

Desperately you draw upon your Magnakai Discipline of Psi-screen to counter the evil effects of this cursed crown. As your mental defences knit together, you are able to drop the crown and put an end to the crushing pain that fills your head. When you have fully recovered, you step away from the pyramid and offer up a short prayer to Ishir to watch over the souls of the three prisoners who died here. Then you leave the pyramid and turn towards the iron steps.

To continue,
turn to 135
.

24

Your Kai Sixth Sense warns you of the speeding bolt that is streaking towards your back, and you dive to the ground to avoid being hit. It whooshes over your head and explodes harmlessly against the parapet, near the top of the stairs.

Fearful that the creature will launch another bolt at your back, you scramble to your feet and turn to face this merciless foe.

Turn to 167
.

25

With the element of surprise firmly on your side, you decide to launch a swift and sudden attack on the bandits in the hall beyond. You shoulder the heavy door wide open and burst into the hall with your Kai Weapon held ready to strike. With gasps of disbelief, the bandits scramble for their swords as they rise to meet your advance. The youngest of the trio is a sweaty-faced youth with lank ginger hair. He lunges at you with his rusty rapier but you sidestep his clumsy stroke with graceful ease. Then you retaliate with a thrust that pierces his thigh, and the youth grunts in agony as his leg buckles beneath him. With a flurry of vile curses, his two older comrades find their feet and come rushing to his aid, their swords slashing wildly at your head and chest.

Hammerland Bandits:
COMBAT SKILL
 29   
ENDURANCE
 36

If you win this combat,
turn to 131
.

26

Hastily you cast the crystal rod at the advancing enemy troops who are rushing across the landing below. It spins through the air and strikes the floor, exploding with devastating effect. The Drakkarim assault-troopers who are leading the attack are engulfed by a searing ball of yellow and orange flame. Then an entire section of the landing and stairs is destroyed by a huge eruption of power that rocks the very foundations of the tower. You dive to cover Lone Wolf with your body, and your selfless action keeps him safe as fragments of masonry smash into the dome and broken glass rains down upon the observatory platform. You are struck by falling glass and suffer cuts to your legs and upper back (lose 2
ENDURANCE
points).

When finally the deluge of glass and debris comes to a halt, you struggle to your feet and survey the surrounding scene of destruction.

Turn to 307
.

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